Re: My attempt at damage absorbing
Posted: Sat Apr 03, 2004 3:34 am
Wow. Nothing like complicating the horrendously easy... I mean, cutting down a tree with a knife is possible, but any good Game Master will make sure that knife is dulled enough times that sharpenning it becomes an issue, not of time, but of whittling the knife to a nub by the time the tree is cut down. I mean, it's possible to do, just not really advisable.
And kicking a stone wall hurts. When an object that large, heavy and set is acted upon by a force, it reacts with the same force, having nowhere to allow for give. Kicking a ball doesn't hurt much because the amount of force needed to move it really isn't that bad. If you want to kick a wall down, go ahead, but expect to take a lot of damage to your leg by the time you're done.
Same with weapons. First off, slicing a rock with a knife is a horribly grating experience. It gives me shivers up and down my spine, just thinking about it. It's not comfortable. Smacking it with a sword is going to send a rather nasty, painful shock through the sword causing you to drop it, or at least think twice about bashing walls with it. This is akin to the idea of smacking a house with a baseball bat. Sure, you cause damage, but not without making yourself very uncomfortable in the process.
"Damage absorbtion" is a fine rule, but I think it would apply more to armor than to anything else. How much damage can a spot of armor take before the damage breaks through and hits the person inside? How often do we see bullets that can punch through a bullet-proof vest? And some of those aren't even armor-piercing; they're just high calibre and close range. I believe someone posted a rule I quite liked in regards to this... I just haven't the heart to go out looking for it.
Anyway, even when it comes to role-playing, the KISS rule is always in effect. The simpler you keep your rules and the quicker you resolve the action, the more fun it is going to be for everyone. When you complicate things like that, it becomes a math test with improv drama thrown in because the teacher wants to make everyone look silly.
Drama Geek,
Dekrain Kole
"Math? What math?"
And kicking a stone wall hurts. When an object that large, heavy and set is acted upon by a force, it reacts with the same force, having nowhere to allow for give. Kicking a ball doesn't hurt much because the amount of force needed to move it really isn't that bad. If you want to kick a wall down, go ahead, but expect to take a lot of damage to your leg by the time you're done.
Same with weapons. First off, slicing a rock with a knife is a horribly grating experience. It gives me shivers up and down my spine, just thinking about it. It's not comfortable. Smacking it with a sword is going to send a rather nasty, painful shock through the sword causing you to drop it, or at least think twice about bashing walls with it. This is akin to the idea of smacking a house with a baseball bat. Sure, you cause damage, but not without making yourself very uncomfortable in the process.
"Damage absorbtion" is a fine rule, but I think it would apply more to armor than to anything else. How much damage can a spot of armor take before the damage breaks through and hits the person inside? How often do we see bullets that can punch through a bullet-proof vest? And some of those aren't even armor-piercing; they're just high calibre and close range. I believe someone posted a rule I quite liked in regards to this... I just haven't the heart to go out looking for it.
Anyway, even when it comes to role-playing, the KISS rule is always in effect. The simpler you keep your rules and the quicker you resolve the action, the more fun it is going to be for everyone. When you complicate things like that, it becomes a math test with improv drama thrown in because the teacher wants to make everyone look silly.
Drama Geek,
Dekrain Kole
"Math? What math?"